agentleFS
twglhktwglhk/gamedev-agent-skills/skills/video-longform/SKILL.md

video-longform

Skill0 starsChanged 17 days agoMITView on GitHub

Plans, scripts, cuts and judges long-form YouTube devlogs (3-15 min) for a game. Decides whether a devlog is worth making yet, writes a one-topic brief, a cold open that pays the title within 30 s, a problem-attempts-payoff structure, script and narration rules (including AI voice), retention techniques, chapters, Shorts cut from each episode, and the metrics that decide whether the series continues. Use with video-craft and video-youtube before proposing, scripting, editing or reviewing any long-form video.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 3 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Start long-form only when there is enough approved gameplay for an episode.

    line 14
  2. Very specific:

    Keep a running devlog-notes.md: one line and a clip path whenever something visible changes.

    line 21
  3. Distinctive:

    Write the body first and the cold open last, from the real payoff.

    line 40
  4. Distinctive:

    After publishing, retention spikes are the next Shorts and the next thumbnail ideas.

    line 55

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Long-form devlogs

Load video-craft (pipeline, tools, QA gate) and video-youtube (title, thumbnail, upload). This skill covers the episode itself.

Is it worth making yet?

  • Devlogs are mid-funnel: they deepen people who already know the game. Reported conversion is roughly 0.07-1.3% of views to wishlists, and the strongest devlog results came from years of steady uploads [PRAC]. Zukowski's survey ranks festivals, TikTok, streamers and Reddit above YouTube devlogs, and Jonas Tyroller says his own channel made no noticeable dent for Thronefall. The evidence conflicts, so run a small, player-facing series at a pace you can hold and judge it on weekly wishlists once the page exists.
  • Start long-form only when there is enough approved gameplay for an episode. Until then, devlog topics become Shorts.
  • Voice: your own voice, captions only, or an AI voice. If AI, use one approved voice and settings, and disclose it (YouTube AI use: Yes). An AI-sounding read costs trust with a dev audience, so the script and the take matter more: short lines, several takes, chosen by ear (elevenlabs skill, voice section).

One episode = one topic

  • A topic is a player-facing moment, not an engine topic: "This hero is hiding in a diner", not "Godot shaders". Good topics: a character or enemy reveal, a system that was broken and is fixed, a visual overhaul with before/after on approved art, a playtest invite.
  • Sprint logs and bug-fix lists underperform. Tangents become notes for the next episode.
  • Keep a running devlog-notes.md: one line and a clip path whenever something visible changes. If battles are deterministic, fixed seeds plus git history let you re-shoot any past state later instead of recording while working.

Structure (8-12 min)

TimeSectionContent
0:00-0:10Cold openThe moment the title and thumbnail promised, in the game. No greeting, no logo.
0:10-0:30StakesOne sentence on the game in plain words, naming it aloud or on screen, and this episode's problem.
0:30-2:00Problem shownThe broken or dull version playing. Proof, not description.
2:00-6:00Attempts (2-3)Try → result → why it failed → an open question into the next. Failures are often the best minutes. Speed up anything that only shows time passing.
6:00-8:00PayoffBefore/after, then the new version at full length with sound.
8:00-9:00Meaning + askWhat it changes for the player; the one ask (follow, wishlist once the page exists) before the outro.
9:00-10:00NextThe next episode's problem as a hook. End on a high moment, not a fade.
  • YouTube's Intro metric is the share still watching at 0:30, measured against what the title and thumbnail promised. Pay the promise inside 30 s.
  • Chapters: 00:00 first, at least 3, each ≥ 10 s, named by question ("Why the fight felt dead").

Script

  • Write the body first and the cold open last, from the real payoff.
  • About 120-150 spoken words a minute: 600-1,200 words for 5-10 min. Read it aloud; cut every sentence you stumble on.
  • Show, then tell: wherever gameplay can replace a sentence, it does. No talking over a static screen.
  • Plain, first person, no trailer voice, no invented facts or anecdotes. Run a humanizer pass for the script's language (e.g. https://github.com/blader/humanizer), and get the human's approval on the script before any paid rendering.
  • Captions-only episodes: one caption per thought, ≤ 2 lines, in sync with the picture; a captions-only video has to move faster because nothing carries the gaps.

Retention

  • New visual information every 3-6 s; change the shot when the sentence changes topic.
  • A pattern interrupt every 30-60 s: an angle change, B-roll, a diagram, a music change, a speed ramp, a held silence.
  • Each section ends on an open question the next one answers.
  • Music under speech stays low (start at −20 dB under the voice and measure, video-craft tools.md "Measuring sound") or drops out during dense explanation.
  • Narration gaps: at most 0.5 s between lines, keeping the breath at a sentence end. With TTS, take word times from the provider's timestamp response so cuts and captions never clip a word.
  • One 1.5× watch-through before export: cut anything you'd skip. Write every fix in notes.md during that watch and fix them in one round.
  • Build each chapter as its own segment and concat them, so a fix in one chapter re-renders only that chapter.
  • After publishing, retention spikes are the next Shorts and the next thumbnail ideas.

Every episode also makes

  • 1-2 vertical Shorts (video-short): one moment, the hook in the first second, the game named on screen, the episode set as the Short's Related video.
  • An X clip and, where it fits a sub's rules, a Reddit post, each cut for its channel.
  • Later, the same topic as a Steam event post so the store page shows activity.

Checklist (on top of the video-craft QA gate)

  • The title and thumbnail promise is on screen by 0:30, and the game is named by 0:30.
  • One topic; every section serves it.
  • Chapters valid; the ask comes before the outro.
  • Script approved; narration in the approved voice and settings; YouTube AI use set to Yes if the voice is synthetic.
  • Music and SFX are your own or licensed on file; loudness −14 LUFS.
  • Privacy pass on any screen capture (editor, terminal, notes, mail): names, e-mails, paths, keys and tokens blurred (video-craft tools.md blur recipe), checked frame by frame where they move.
  • An SRT is ready, plus translated titles and descriptions for your target languages (video-youtube).
  • The Shorts cut from it are made.

Reading the result

Read at 48 h and 7 d: Intro (% at 0:30), CTR by traffic source, average view duration, dips and spikes. Judge the series after 5-10 episodes on weekly wishlist change (0-40 a week is weak, 200+ is strong by Zukowski's benchmark), not on views. If an episode's Intro is low, the cold open didn't pay the title; fix that first.

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